14 ways to win at StarCraft II

√ A worrying early-build unit for those facing a Protoss army. Will easily slice through Zerglings and Marines. x No ranged attack. Keep your gunnier troops away and rinse them from afar.

Stalker

√ Their rush is something to be feared, their lasers turning Reapers into ash piles. x The Marauder’s robo-slowing grenades will halt a fast advance. Zerglings take the lasers out of the equation.

Sentry

√ Ideal for sowing confusion, chucking out protective shields and forcefields for support. x Weak in direct combat. A band of Zerglings is enough to take the Sentry down.

Immortal

√ Guns on legs, great for countering enemy heavy infantry like the Roach, or armour like the Siege Tank. x Expensive, and can be swarmed by Marines or Zerglings. No air-aimed defences.

Dark Templar

√ “Hey, are you infantry of any kind? If so, I will absolutely murder you with my giant scythe!” x Once detectors have spotted his invisible presence, he’s vulnerable to the Ghost.

High Templar

√ An aggressive psychic badass, he laughs at anything ranged. x The sneaky Ghost will pick him off from a distance, and close-range, the stabby Zealot and Roach will shank his ass.

Archon

√ A floaty psionic man with lightning hands, makes short work of Zealots and Mutalisks. x Can still be swatted by the other race’s big guns. Fears the Thor and the Ultralisk.

Colossus

√ A laser-faced walker, it disintegrates legions of low level units in microseconds. x Powerful in attack, but flimsy when faced with enemy Thors, or Ultralisks. Best used early on.

Phoenix

√Best suited to knocking down enemy flyers. x Battlecruisers and Carriers laser Phoenixes out of the sky, their multiple cannons too strong for the nimble fighter’s light shielding.

Void Ray

√ A perfect air to ground laserer, doing more damage the longer it stays on target. Does well vs Battlecruisers. x Anti-air flyers like the Viking, Phoenix and Corruptor can kill it with just a few shots.